Add Perfect Chess, fix a bug in BaseGame when moving while choosing a promotion,...
[vchess.git] / client / src / variants / Eightpieces.js
1 import { ArrayFun } from "@/utils/array";
2 import { randInt } from "@/utils/alea";
3 import { ChessRules, PiPo, Move } from "@/base_rules";
4
5 export class EightpiecesRules extends ChessRules {
6 static get JAILER() {
7 return "j";
8 }
9 static get SENTRY() {
10 return "s";
11 }
12 static get LANCER() {
13 return "l";
14 }
15
16 static get IMAGE_EXTENSION() {
17 // Temporarily, for the time SVG pieces are being designed:
18 return ".png";
19 }
20
21 // Lancer directions *from white perspective*
22 static get LANCER_DIRS() {
23 return {
24 'c': [-1, 0], //north
25 'd': [-1, 1], //N-E
26 'e': [0, 1], //east
27 'f': [1, 1], //S-E
28 'g': [1, 0], //south
29 'h': [1, -1], //S-W
30 'm': [0, -1], //west
31 'o': [-1, -1] //N-W
32 };
33 }
34
35 static get PIECES() {
36 return ChessRules.PIECES
37 .concat([V.JAILER, V.SENTRY])
38 .concat(Object.keys(V.LANCER_DIRS));
39 }
40
41 getPiece(i, j) {
42 const piece = this.board[i][j].charAt(1);
43 // Special lancer case: 8 possible orientations
44 if (Object.keys(V.LANCER_DIRS).includes(piece)) return V.LANCER;
45 return piece;
46 }
47
48 getPpath(b, color, score, orientation) {
49 if ([V.JAILER, V.SENTRY].includes(b[1])) return "Eightpieces/tmp_png/" + b;
50 if (Object.keys(V.LANCER_DIRS).includes(b[1])) {
51 if (orientation == 'w') return "Eightpieces/tmp_png/" + b;
52 // Find opposite direction for adequate display:
53 let oppDir = '';
54 switch (b[1]) {
55 case 'c':
56 oppDir = 'g';
57 break;
58 case 'g':
59 oppDir = 'c';
60 break;
61 case 'd':
62 oppDir = 'h';
63 break;
64 case 'h':
65 oppDir = 'd';
66 break;
67 case 'e':
68 oppDir = 'm';
69 break;
70 case 'm':
71 oppDir = 'e';
72 break;
73 case 'f':
74 oppDir = 'o';
75 break;
76 case 'o':
77 oppDir = 'f';
78 break;
79 }
80 return "Eightpieces/tmp_png/" + b[0] + oppDir;
81 }
82 // TODO: after we have SVG pieces, remove the folder and next prefix:
83 return "Eightpieces/tmp_png/" + b;
84 }
85
86 getPPpath(b, orientation) {
87 return this.getPpath(b, null, null, orientation);
88 }
89
90 static ParseFen(fen) {
91 const fenParts = fen.split(" ");
92 return Object.assign(
93 ChessRules.ParseFen(fen),
94 { sentrypush: fenParts[5] }
95 );
96 }
97
98 static IsGoodFen(fen) {
99 if (!ChessRules.IsGoodFen(fen)) return false;
100 const fenParsed = V.ParseFen(fen);
101 // 5) Check sentry push (if any)
102 if (
103 fenParsed.sentrypush != "-" &&
104 !fenParsed.sentrypush.match(/^([a-h][1-8],?)+$/)
105 ) {
106 return false;
107 }
108 return true;
109 }
110
111 getFen() {
112 return super.getFen() + " " + this.getSentrypushFen();
113 }
114
115 getFenForRepeat() {
116 return super.getFenForRepeat() + "_" + this.getSentrypushFen();
117 }
118
119 getSentrypushFen() {
120 const L = this.sentryPush.length;
121 if (!this.sentryPush[L-1]) return "-";
122 let res = "";
123 this.sentryPush[L-1].forEach(coords =>
124 res += V.CoordsToSquare(coords) + ",");
125 return res.slice(0, -1);
126 }
127
128 setOtherVariables(fen) {
129 super.setOtherVariables(fen);
130 // subTurn == 2 only when a sentry moved, and is about to push something
131 this.subTurn = 1;
132 // Sentry position just after a "capture" (subTurn from 1 to 2)
133 this.sentryPos = null;
134 // Stack pieces' forbidden squares after a sentry move at each turn
135 const parsedFen = V.ParseFen(fen);
136 if (parsedFen.sentrypush == "-") this.sentryPush = [null];
137 else {
138 this.sentryPush = [
139 parsedFen.sentrypush.split(",").map(sq => {
140 return V.SquareToCoords(sq);
141 })
142 ];
143 }
144 }
145
146 static GenRandInitFen(randomness) {
147 if (randomness == 0)
148 // Deterministic:
149 return "jsfqkbnr/pppppppp/8/8/8/8/PPPPPPPP/JSDQKBNR w 0 ahah - -";
150
151 let pieces = { w: new Array(8), b: new Array(8) };
152 let flags = "";
153 // Shuffle pieces on first (and last rank if randomness == 2)
154 for (let c of ["w", "b"]) {
155 if (c == 'b' && randomness == 1) {
156 const lancerIdx = pieces['w'].findIndex(p => {
157 return Object.keys(V.LANCER_DIRS).includes(p);
158 });
159 pieces['b'] =
160 pieces['w'].slice(0, lancerIdx)
161 .concat(['g'])
162 .concat(pieces['w'].slice(lancerIdx + 1));
163 flags += flags;
164 break;
165 }
166
167 let positions = ArrayFun.range(8);
168
169 // Get random squares for bishop and sentry
170 let randIndex = 2 * randInt(4);
171 let bishopPos = positions[randIndex];
172 // The sentry must be on a square of different color
173 let randIndex_tmp = 2 * randInt(4) + 1;
174 let sentryPos = positions[randIndex_tmp];
175 if (c == 'b') {
176 // Check if white sentry is on the same color as ours.
177 // If yes: swap bishop and sentry positions.
178 if ((pieces['w'].indexOf('s') - sentryPos) % 2 == 0)
179 [bishopPos, sentryPos] = [sentryPos, bishopPos];
180 }
181 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
182 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
183
184 // Get random squares for knight and lancer
185 randIndex = randInt(6);
186 const knightPos = positions[randIndex];
187 positions.splice(randIndex, 1);
188 randIndex = randInt(5);
189 const lancerPos = positions[randIndex];
190 positions.splice(randIndex, 1);
191
192 // Get random square for queen
193 randIndex = randInt(4);
194 const queenPos = positions[randIndex];
195 positions.splice(randIndex, 1);
196
197 // Rook, jailer and king positions are now almost fixed,
198 // only the ordering rook->jailer or jailer->rook must be decided.
199 let rookPos = positions[0];
200 let jailerPos = positions[2];
201 const kingPos = positions[1];
202 flags += V.CoordToColumn(rookPos) + V.CoordToColumn(jailerPos);
203 if (Math.random() < 0.5) [rookPos, jailerPos] = [jailerPos, rookPos];
204
205 pieces[c][rookPos] = "r";
206 pieces[c][knightPos] = "n";
207 pieces[c][bishopPos] = "b";
208 pieces[c][queenPos] = "q";
209 pieces[c][kingPos] = "k";
210 pieces[c][sentryPos] = "s";
211 // Lancer faces north for white, and south for black:
212 pieces[c][lancerPos] = c == 'w' ? 'c' : 'g';
213 pieces[c][jailerPos] = "j";
214 }
215 return (
216 pieces["b"].join("") +
217 "/pppppppp/8/8/8/8/PPPPPPPP/" +
218 pieces["w"].join("").toUpperCase() +
219 " w 0 " + flags + " - -"
220 );
221 }
222
223 canTake([x1, y1], [x2, y2]) {
224 if (this.subTurn == 2)
225 // Only self captures on this subturn:
226 return this.getColor(x1, y1) == this.getColor(x2, y2);
227 return super.canTake([x1, y1], [x2, y2]);
228 }
229
230 // Is piece on square (x,y) immobilized?
231 isImmobilized([x, y]) {
232 const color = this.getColor(x, y);
233 const oppCol = V.GetOppCol(color);
234 for (let step of V.steps[V.ROOK]) {
235 const [i, j] = [x + step[0], y + step[1]];
236 if (
237 V.OnBoard(i, j) &&
238 this.board[i][j] != V.EMPTY &&
239 this.getColor(i, j) == oppCol
240 ) {
241 if (this.getPiece(i, j) == V.JAILER) return [i, j];
242 }
243 }
244 return null;
245 }
246
247 // Because of the lancers, getPiece() could be wrong:
248 // use board[x][y][1] instead (always valid).
249 getBasicMove([sx, sy], [ex, ey], tr) {
250 const initColor = this.getColor(sx, sy);
251 const initPiece = this.board[sx][sy].charAt(1);
252 let mv = new Move({
253 appear: [
254 new PiPo({
255 x: ex,
256 y: ey,
257 c: tr ? tr.c : initColor,
258 p: tr ? tr.p : initPiece
259 })
260 ],
261 vanish: [
262 new PiPo({
263 x: sx,
264 y: sy,
265 c: initColor,
266 p: initPiece
267 })
268 ]
269 });
270
271 // The opponent piece disappears if we take it
272 if (this.board[ex][ey] != V.EMPTY) {
273 mv.vanish.push(
274 new PiPo({
275 x: ex,
276 y: ey,
277 c: this.getColor(ex, ey),
278 p: this.board[ex][ey].charAt(1)
279 })
280 );
281 }
282
283 return mv;
284 }
285
286 canIplay(side, [x, y]) {
287 return (
288 (this.subTurn == 1 && this.turn == side && this.getColor(x, y) == side) ||
289 (this.subTurn == 2 && x == this.sentryPos.x && y == this.sentryPos.y)
290 );
291 }
292
293 getPotentialMovesFrom([x, y]) {
294 // At subTurn == 2, jailers aren't effective (Jeff K)
295 const piece = this.getPiece(x, y);
296 const L = this.sentryPush.length;
297 if (this.subTurn == 1) {
298 const jsq = this.isImmobilized([x, y]);
299 if (!!jsq) {
300 let moves = [];
301 // Special pass move if king:
302 if (piece == V.KING) {
303 moves.push(
304 new Move({
305 appear: [],
306 vanish: [],
307 start: { x: x, y: y },
308 end: { x: jsq[0], y: jsq[1] }
309 })
310 );
311 }
312 else if (piece == V.LANCER && !!this.sentryPush[L-1]) {
313 // A pushed lancer next to the jailer: reorient
314 const color = this.getColor(x, y);
315 const curDir = this.board[x][y].charAt(1);
316 Object.keys(V.LANCER_DIRS).forEach(k => {
317 moves.push(
318 new Move({
319 appear: [{ x: x, y: y, c: color, p: k }],
320 vanish: [{ x: x, y: y, c: color, p: curDir }],
321 start: { x: x, y: y },
322 end: { x: jsq[0], y: jsq[1] }
323 })
324 );
325 });
326 }
327 return moves;
328 }
329 }
330 let moves = [];
331 switch (piece) {
332 case V.JAILER:
333 moves = this.getPotentialJailerMoves([x, y]);
334 break;
335 case V.SENTRY:
336 moves = this.getPotentialSentryMoves([x, y]);
337 break;
338 case V.LANCER:
339 moves = this.getPotentialLancerMoves([x, y]);
340 break;
341 default:
342 moves = super.getPotentialMovesFrom([x, y]);
343 break;
344 }
345 if (!!this.sentryPush[L-1]) {
346 // Delete moves walking back on sentry push path,
347 // only if not a pawn, and the piece is the pushed one.
348 const pl = this.sentryPush[L-1].length;
349 const finalPushedSq = this.sentryPush[L-1][pl-1];
350 moves = moves.filter(m => {
351 if (
352 m.vanish[0].p != V.PAWN &&
353 m.start.x == finalPushedSq.x && m.start.y == finalPushedSq.y &&
354 this.sentryPush[L-1].some(sq => sq.x == m.end.x && sq.y == m.end.y)
355 ) {
356 return false;
357 }
358 return true;
359 });
360 } else if (this.subTurn == 2) {
361 // Put back the sentinel on board:
362 const color = this.turn;
363 moves.forEach(m => {
364 m.appear.push({x: x, y: y, p: V.SENTRY, c: color});
365 });
366 }
367 return moves;
368 }
369
370 getPotentialPawnMoves([x, y]) {
371 const color = this.getColor(x, y);
372 let moves = [];
373 const [sizeX, sizeY] = [V.size.x, V.size.y];
374 let shiftX = (color == "w" ? -1 : 1);
375 if (this.subTurn == 2) shiftX *= -1;
376 const firstRank = color == "w" ? sizeX - 1 : 0;
377 const startRank = color == "w" ? sizeX - 2 : 1;
378 const lastRank = color == "w" ? 0 : sizeX - 1;
379
380 // Pawns might be pushed on 1st rank and attempt to move again:
381 if (!V.OnBoard(x + shiftX, y)) return [];
382
383 const finalPieces =
384 // A push cannot put a pawn on last rank (it goes backward)
385 x + shiftX == lastRank
386 ? Object.keys(V.LANCER_DIRS).concat(
387 [V.ROOK, V.KNIGHT, V.BISHOP, V.QUEEN, V.SENTRY, V.JAILER])
388 : [V.PAWN];
389 if (this.board[x + shiftX][y] == V.EMPTY) {
390 // One square forward
391 for (let piece of finalPieces) {
392 moves.push(
393 this.getBasicMove([x, y], [x + shiftX, y], {
394 c: color,
395 p: piece
396 })
397 );
398 }
399 if (
400 // 2-squares jumps forbidden if pawn push
401 this.subTurn == 1 &&
402 [startRank, firstRank].includes(x) &&
403 this.board[x + 2 * shiftX][y] == V.EMPTY
404 ) {
405 // Two squares jump
406 moves.push(this.getBasicMove([x, y], [x + 2 * shiftX, y]));
407 }
408 }
409 // Captures
410 for (let shiftY of [-1, 1]) {
411 if (
412 y + shiftY >= 0 &&
413 y + shiftY < sizeY &&
414 this.board[x + shiftX][y + shiftY] != V.EMPTY &&
415 this.canTake([x, y], [x + shiftX, y + shiftY])
416 ) {
417 for (let piece of finalPieces) {
418 moves.push(
419 this.getBasicMove([x, y], [x + shiftX, y + shiftY], {
420 c: color,
421 p: piece
422 })
423 );
424 }
425 }
426 }
427
428 // En passant: only on subTurn == 1
429 const Lep = this.epSquares.length;
430 const epSquare = this.epSquares[Lep - 1];
431 if (
432 this.subTurn == 1 &&
433 !!epSquare &&
434 epSquare.x == x + shiftX &&
435 Math.abs(epSquare.y - y) == 1
436 ) {
437 let enpassantMove = this.getBasicMove([x, y], [epSquare.x, epSquare.y]);
438 enpassantMove.vanish.push({
439 x: x,
440 y: epSquare.y,
441 p: "p",
442 c: this.getColor(x, epSquare.y)
443 });
444 moves.push(enpassantMove);
445 }
446
447 return moves;
448 }
449
450 // Obtain all lancer moves in "step" direction
451 getPotentialLancerMoves_aux([x, y], step, tr) {
452 let moves = [];
453 // Add all moves to vacant squares until opponent is met:
454 const color = this.getColor(x, y);
455 const oppCol =
456 this.subTurn == 1
457 ? V.GetOppCol(color)
458 // at subTurn == 2, consider own pieces as opponent
459 : color;
460 let sq = [x + step[0], y + step[1]];
461 while (V.OnBoard(sq[0], sq[1]) && this.getColor(sq[0], sq[1]) != oppCol) {
462 if (this.board[sq[0]][sq[1]] == V.EMPTY)
463 moves.push(this.getBasicMove([x, y], sq, tr));
464 sq[0] += step[0];
465 sq[1] += step[1];
466 }
467 if (V.OnBoard(sq[0], sq[1]))
468 // Add capturing move
469 moves.push(this.getBasicMove([x, y], sq, tr));
470 return moves;
471 }
472
473 getPotentialLancerMoves([x, y]) {
474 let moves = [];
475 // Add all lancer possible orientations, similar to pawn promotions.
476 // Except if just after a push: allow all movements from init square then
477 const L = this.sentryPush.length;
478 const color = this.getColor(x, y);
479 if (!!this.sentryPush[L-1]) {
480 // Maybe I was pushed
481 const pl = this.sentryPush[L-1].length;
482 if (
483 this.sentryPush[L-1][pl-1].x == x &&
484 this.sentryPush[L-1][pl-1].y == y
485 ) {
486 // I was pushed: allow all directions (for this move only), but
487 // do not change direction after moving, *except* if I keep the
488 // same orientation in which I was pushed.
489 const curDir = V.LANCER_DIRS[this.board[x][y].charAt(1)];
490 Object.values(V.LANCER_DIRS).forEach(step => {
491 const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
492 return (
493 V.LANCER_DIRS[k][0] == step[0] &&
494 V.LANCER_DIRS[k][1] == step[1]
495 );
496 });
497 const dirMoves =
498 this.getPotentialLancerMoves_aux(
499 [x, y],
500 step,
501 { p: dirCode, c: color }
502 );
503 if (curDir[0] == step[0] && curDir[1] == step[1]) {
504 // Keeping same orientation: can choose after
505 let chooseMoves = [];
506 dirMoves.forEach(m => {
507 Object.keys(V.LANCER_DIRS).forEach(k => {
508 let mk = JSON.parse(JSON.stringify(m));
509 mk.appear[0].p = k;
510 moves.push(mk);
511 });
512 });
513 Array.prototype.push.apply(moves, chooseMoves);
514 } else Array.prototype.push.apply(moves, dirMoves);
515 });
516 return moves;
517 }
518 }
519 // I wasn't pushed: standard lancer move
520 const dirCode = this.board[x][y][1];
521 const monodirMoves =
522 this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
523 // Add all possible orientations aftermove except if I'm being pushed
524 if (this.subTurn == 1) {
525 monodirMoves.forEach(m => {
526 Object.keys(V.LANCER_DIRS).forEach(k => {
527 let mk = JSON.parse(JSON.stringify(m));
528 mk.appear[0].p = k;
529 moves.push(mk);
530 });
531 });
532 return moves;
533 } else {
534 // I'm pushed: add potential nudges
535 let potentialNudges = [];
536 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
537 if (
538 V.OnBoard(x + step[0], y + step[1]) &&
539 this.board[x + step[0]][y + step[1]] == V.EMPTY
540 ) {
541 const newDirCode = Object.keys(V.LANCER_DIRS).find(k => {
542 const codeStep = V.LANCER_DIRS[k];
543 return (codeStep[0] == step[0] && codeStep[1] == step[1]);
544 });
545 potentialNudges.push(
546 this.getBasicMove(
547 [x, y],
548 [x + step[0], y + step[1]],
549 { c: color, p: newDirCode }
550 )
551 );
552 }
553 }
554 return monodirMoves.concat(potentialNudges);
555 }
556 }
557
558 getPotentialSentryMoves([x, y]) {
559 // The sentry moves a priori like a bishop:
560 let moves = super.getPotentialBishopMoves([x, y]);
561 // ...but captures are replaced by special move, if and only if
562 // "captured" piece can move now, considered as the capturer unit.
563 // --> except is subTurn == 2, in this case I don't push anything.
564 if (this.subTurn == 2) return moves.filter(m => m.vanish.length == 1);
565 moves.forEach(m => {
566 if (m.vanish.length == 2) {
567 // Temporarily cancel the sentry capture:
568 m.appear.pop();
569 m.vanish.pop();
570 }
571 });
572 const color = this.getColor(x, y);
573 const fMoves = moves.filter(m => {
574 // Can the pushed unit make any move? ...resulting in a non-self-check?
575 if (m.appear.length == 0) {
576 let res = false;
577 this.play(m);
578 let moves2 = this.getPotentialMovesFrom([m.end.x, m.end.y]);
579 for (let m2 of moves2) {
580 this.play(m2);
581 res = !this.underCheck(color);
582 this.undo(m2);
583 if (res) break;
584 }
585 this.undo(m);
586 return res;
587 }
588 return true;
589 });
590 return fMoves;
591 }
592
593 getPotentialJailerMoves([x, y]) {
594 return super.getPotentialRookMoves([x, y]).filter(m => {
595 // Remove jailer captures
596 return m.vanish[0].p != V.JAILER || m.vanish.length == 1;
597 });
598 }
599
600 getPotentialKingMoves(sq) {
601 const moves = this.getSlideNJumpMoves(
602 sq,
603 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
604 "oneStep"
605 );
606 return (
607 this.subTurn == 1
608 ? moves.concat(this.getCastleMoves(sq))
609 : moves
610 );
611 }
612
613 atLeastOneMove() {
614 // If in second-half of a move, we already know that a move is possible
615 if (this.subTurn == 2) return true;
616 return super.atLeastOneMove();
617 }
618
619 filterValid(moves) {
620 if (moves.length == 0) return [];
621 const basicFilter = (m, c) => {
622 this.play(m);
623 const res = !this.underCheck(c);
624 this.undo(m);
625 return res;
626 };
627 // Disable check tests for sentry pushes,
628 // because in this case the move isn't finished
629 let movesWithoutSentryPushes = [];
630 let movesWithSentryPushes = [];
631 moves.forEach(m => {
632 // Second condition below for special king "pass" moves
633 if (m.appear.length > 0 || m.vanish.length == 0)
634 movesWithoutSentryPushes.push(m);
635 else movesWithSentryPushes.push(m);
636 });
637 const color = this.turn;
638 const oppCol = V.GetOppCol(color);
639 const filteredMoves =
640 movesWithoutSentryPushes.filter(m => basicFilter(m, color));
641 // If at least one full move made, everything is allowed.
642 // Else: forbid checks and captures.
643 return (
644 this.movesCount >= 2
645 ? filteredMoves
646 : filteredMoves.filter(m => {
647 return (m.vanish.length <= 1 && basicFilter(m, oppCol));
648 })
649 ).concat(movesWithSentryPushes);
650 }
651
652 getAllValidMoves() {
653 if (this.subTurn == 1) return super.getAllValidMoves();
654 // Sentry push:
655 const sentrySq = [this.sentryPos.x, this.sentryPos.y];
656 return this.filterValid(this.getPotentialMovesFrom(sentrySq));
657 }
658
659 prePlay(move) {
660 if (move.appear.length == 0 && move.vanish.length == 1)
661 // The sentry is about to push a piece: subTurn goes from 1 to 2
662 this.sentryPos = { x: move.end.x, y: move.end.y };
663 if (this.subTurn == 2 && move.vanish[0].p != V.PAWN) {
664 // A piece is pushed: forbid array of squares between start and end
665 // of move, included (except if it's a pawn)
666 let squares = [];
667 if ([V.KNIGHT,V.KING].includes(move.vanish[0].p))
668 // short-range pieces: just forbid initial square
669 squares.push({ x: move.start.x, y: move.start.y });
670 else {
671 const deltaX = move.end.x - move.start.x;
672 const deltaY = move.end.y - move.start.y;
673 const step = [
674 deltaX / Math.abs(deltaX) || 0,
675 deltaY / Math.abs(deltaY) || 0
676 ];
677 for (
678 let sq = {x: move.start.x, y: move.start.y};
679 sq.x != move.end.x || sq.y != move.end.y;
680 sq.x += step[0], sq.y += step[1]
681 ) {
682 squares.push({ x: sq.x, y: sq.y });
683 }
684 }
685 // Add end square as well, to know if I was pushed (useful for lancers)
686 squares.push({ x: move.end.x, y: move.end.y });
687 this.sentryPush.push(squares);
688 } else this.sentryPush.push(null);
689 }
690
691 play(move) {
692 this.prePlay(move);
693 move.flags = JSON.stringify(this.aggregateFlags());
694 this.epSquares.push(this.getEpSquare(move));
695 V.PlayOnBoard(this.board, move);
696 // Is it a sentry push? (useful for undo)
697 move.sentryPush = (this.subTurn == 2);
698 if (this.subTurn == 1) this.movesCount++;
699 if (move.appear.length == 0 && move.vanish.length == 1) this.subTurn = 2;
700 else {
701 // Turn changes only if not a sentry "pre-push"
702 this.turn = V.GetOppCol(this.turn);
703 this.subTurn = 1;
704 }
705 this.postPlay(move);
706 }
707
708 postPlay(move) {
709 if (move.vanish.length == 0 || this.subTurn == 2)
710 // Special pass move of the king, or sentry pre-push: nothing to update
711 return;
712 const c = move.vanish[0].c;
713 const piece = move.vanish[0].p;
714 const firstRank = c == "w" ? V.size.x - 1 : 0;
715
716 if (piece == V.KING) {
717 this.kingPos[c][0] = move.appear[0].x;
718 this.kingPos[c][1] = move.appear[0].y;
719 this.castleFlags[c] = [V.size.y, V.size.y];
720 return;
721 }
722 // Update castling flags if rooks are moved
723 const oppCol = V.GetOppCol(c);
724 const oppFirstRank = V.size.x - 1 - firstRank;
725 if (
726 move.start.x == firstRank && //our rook moves?
727 this.castleFlags[c].includes(move.start.y)
728 ) {
729 const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1);
730 this.castleFlags[c][flagIdx] = V.size.y;
731 } else if (
732 move.end.x == oppFirstRank && //we took opponent rook?
733 this.castleFlags[oppCol].includes(move.end.y)
734 ) {
735 const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1);
736 this.castleFlags[oppCol][flagIdx] = V.size.y;
737 }
738 }
739
740 undo(move) {
741 this.epSquares.pop();
742 this.disaggregateFlags(JSON.parse(move.flags));
743 V.UndoOnBoard(this.board, move);
744 // Decrement movesCount except if the move is a sentry push
745 if (!move.sentryPush) this.movesCount--;
746 if (this.subTurn == 2) this.subTurn = 1;
747 else {
748 this.turn = V.GetOppCol(this.turn);
749 if (move.sentryPush) this.subTurn = 2;
750 }
751 this.postUndo(move);
752 }
753
754 postUndo(move) {
755 super.postUndo(move);
756 this.sentryPush.pop();
757 }
758
759 isAttacked(sq, color) {
760 return (
761 super.isAttacked(sq, color) ||
762 this.isAttackedByLancer(sq, color) ||
763 this.isAttackedBySentry(sq, color)
764 );
765 }
766
767 isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
768 for (let step of steps) {
769 let rx = x + step[0],
770 ry = y + step[1];
771 while (V.OnBoard(rx, ry) && this.board[rx][ry] == V.EMPTY && !oneStep) {
772 rx += step[0];
773 ry += step[1];
774 }
775 if (
776 V.OnBoard(rx, ry) &&
777 this.getPiece(rx, ry) == piece &&
778 this.getColor(rx, ry) == color &&
779 !this.isImmobilized([rx, ry])
780 ) {
781 return true;
782 }
783 }
784 return false;
785 }
786
787 isAttackedByPawn([x, y], color) {
788 const pawnShift = (color == "w" ? 1 : -1);
789 if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
790 for (let i of [-1, 1]) {
791 if (
792 y + i >= 0 &&
793 y + i < V.size.y &&
794 this.getPiece(x + pawnShift, y + i) == V.PAWN &&
795 this.getColor(x + pawnShift, y + i) == color &&
796 !this.isImmobilized([x + pawnShift, y + i])
797 ) {
798 return true;
799 }
800 }
801 }
802 return false;
803 }
804
805 isAttackedByLancer([x, y], color) {
806 for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
807 // If in this direction there are only enemy pieces and empty squares,
808 // and we meet a lancer: can he reach us?
809 // NOTE: do not stop at first lancer, there might be several!
810 let coord = { x: x + step[0], y: y + step[1] };
811 let lancerPos = [];
812 while (
813 V.OnBoard(coord.x, coord.y) &&
814 (
815 this.board[coord.x][coord.y] == V.EMPTY ||
816 this.getColor(coord.x, coord.y) == color
817 )
818 ) {
819 if (
820 this.getPiece(coord.x, coord.y) == V.LANCER &&
821 !this.isImmobilized([coord.x, coord.y])
822 ) {
823 lancerPos.push({x: coord.x, y: coord.y});
824 }
825 coord.x += step[0];
826 coord.y += step[1];
827 }
828 for (let xy of lancerPos) {
829 const dir = V.LANCER_DIRS[this.board[xy.x][xy.y].charAt(1)];
830 if (dir[0] == -step[0] && dir[1] == -step[1]) return true;
831 }
832 }
833 return false;
834 }
835
836 // Helper to check sentries attacks:
837 selfAttack([x1, y1], [x2, y2]) {
838 const color = this.getColor(x1, y1);
839 const sliderAttack = (allowedSteps, lancer) => {
840 const deltaX = x2 - x1,
841 absDeltaX = Math.abs(deltaX);
842 const deltaY = y2 - y1,
843 absDeltaY = Math.abs(deltaY);
844 const step = [ deltaX / absDeltaX || 0, deltaY / absDeltaY || 0 ];
845 if (
846 // Check that the step is a priori valid:
847 (absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) ||
848 allowedSteps.every(st => st[0] != step[0] || st[1] != step[1])
849 ) {
850 return false;
851 }
852 let sq = [ x1 + step[0], y1 + step[1] ];
853 while (sq[0] != x2 || sq[1] != y2) {
854 if (
855 // NOTE: no need to check OnBoard in this special case
856 (!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
857 (!!lancer && this.getColor(sq[0], sq[1]) != color)
858 ) {
859 return false;
860 }
861 sq[0] += step[0];
862 sq[1] += step[1];
863 }
864 return true;
865 };
866 switch (this.getPiece(x1, y1)) {
867 case V.PAWN: {
868 // Pushed pawns move as enemy pawns
869 const shift = (color == 'w' ? 1 : -1);
870 return (x1 + shift == x2 && Math.abs(y1 - y2) == 1);
871 }
872 case V.KNIGHT: {
873 const deltaX = Math.abs(x1 - x2);
874 const deltaY = Math.abs(y1 - y2);
875 return (
876 deltaX + deltaY == 3 &&
877 [1, 2].includes(deltaX) &&
878 [1, 2].includes(deltaY)
879 );
880 }
881 case V.ROOK:
882 return sliderAttack(V.steps[V.ROOK]);
883 case V.BISHOP:
884 return sliderAttack(V.steps[V.BISHOP]);
885 case V.QUEEN:
886 return sliderAttack(V.steps[V.ROOK].concat(V.steps[V.BISHOP]));
887 case V.LANCER: {
888 // Special case: as long as no enemy units stands in-between, it attacks
889 // (if it points toward the king).
890 const allowedStep = V.LANCER_DIRS[this.board[x1][y1].charAt(1)];
891 return sliderAttack([allowedStep], "lancer");
892 }
893 // No sentries or jailer tests: they cannot self-capture
894 }
895 return false;
896 }
897
898 isAttackedBySentry([x, y], color) {
899 // Attacked by sentry means it can self-take our king.
900 // Just check diagonals of enemy sentry(ies), and if it reaches
901 // one of our pieces: can I self-take?
902 const myColor = V.GetOppCol(color);
903 let candidates = [];
904 for (let i=0; i<V.size.x; i++) {
905 for (let j=0; j<V.size.y; j++) {
906 if (
907 this.getPiece(i,j) == V.SENTRY &&
908 this.getColor(i,j) == color &&
909 !this.isImmobilized([i, j])
910 ) {
911 for (let step of V.steps[V.BISHOP]) {
912 let sq = [ i + step[0], j + step[1] ];
913 while (
914 V.OnBoard(sq[0], sq[1]) &&
915 this.board[sq[0]][sq[1]] == V.EMPTY
916 ) {
917 sq[0] += step[0];
918 sq[1] += step[1];
919 }
920 if (
921 V.OnBoard(sq[0], sq[1]) &&
922 this.getColor(sq[0], sq[1]) == myColor
923 ) {
924 candidates.push([ sq[0], sq[1] ]);
925 }
926 }
927 }
928 }
929 }
930 for (let c of candidates)
931 if (this.selfAttack(c, [x, y])) return true;
932 return false;
933 }
934
935 // Jailer doesn't capture or give check
936
937 static get VALUES() {
938 return Object.assign(
939 { l: 4.8, s: 2.8, j: 3.8 }, //Jeff K. estimations
940 ChessRules.VALUES
941 );
942 }
943
944 getComputerMove() {
945 const maxeval = V.INFINITY;
946 const color = this.turn;
947 let moves1 = this.getAllValidMoves();
948
949 if (moves1.length == 0)
950 // TODO: this situation should not happen
951 return null;
952
953 const setEval = (move, next) => {
954 const score = this.getCurrentScore();
955 const curEval = move.eval;
956 if (score != "*") {
957 move.eval =
958 score == "1/2"
959 ? 0
960 : (score == "1-0" ? 1 : -1) * maxeval;
961 } else move.eval = this.evalPosition();
962 if (
963 // "next" is defined after sentry pushes
964 !!next && (
965 !curEval ||
966 color == 'w' && move.eval > curEval ||
967 color == 'b' && move.eval < curEval
968 )
969 ) {
970 move.second = next;
971 }
972 };
973
974 // Just search_depth == 1 (because of sentries. TODO: can do better...)
975 moves1.forEach(m1 => {
976 this.play(m1);
977 if (this.subTurn == 1) setEval(m1);
978 else {
979 // Need to play every pushes and count:
980 const moves2 = this.getAllValidMoves();
981 moves2.forEach(m2 => {
982 this.play(m2);
983 setEval(m1, m2);
984 this.undo(m2);
985 });
986 }
987 this.undo(m1);
988 });
989
990 moves1.sort((a, b) => {
991 return (color == "w" ? 1 : -1) * (b.eval - a.eval);
992 });
993 let candidates = [0];
994 for (let j = 1; j < moves1.length && moves1[j].eval == moves1[0].eval; j++)
995 candidates.push(j);
996 const choice = moves1[candidates[randInt(candidates.length)]];
997 return (!choice.second ? choice : [choice, choice.second]);
998 }
999
1000 // For moves notation:
1001 static get LANCER_DIRNAMES() {
1002 return {
1003 'c': "N",
1004 'd': "NE",
1005 'e': "E",
1006 'f': "SE",
1007 'g': "S",
1008 'h': "SW",
1009 'm': "W",
1010 'o': "NW"
1011 };
1012 }
1013
1014 getNotation(move) {
1015 // Special case "king takes jailer" is a pass move
1016 if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
1017 let notation = undefined;
1018 if (this.subTurn == 2) {
1019 // Do not consider appear[1] (sentry) for sentry pushes
1020 const simpleMove = {
1021 appear: [move.appear[0]],
1022 vanish: move.vanish,
1023 start: move.start,
1024 end: move.end
1025 };
1026 notation = super.getNotation(simpleMove);
1027 } else notation = super.getNotation(move);
1028 if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p))
1029 // Lancer: add direction info
1030 notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p];
1031 return notation;
1032 }
1033 };